EVERYONE
As Morgrym casts his spell, the zombies glance hypnotically towards the berries. they swallow the things almost immediately, still a bit incredulous, but as soon as the fruits kick in, they glance back at the druid with an odd expression.
"Good fruit. Good fruit! You made the good fruit, yes?" - one of them inquires as the heroes go along, eagerly seeking confirmation.
The group moves forward, attempting to avoid any patrols as best as possible. Here and there, they have the impression that their advances have been spotted, as if they were followed somehow, but as they glance around, they can't truly find anything to blame for it. On the contrary, their awareness is sufficient to keep them away from anyone's sight, and Dram's searching parties walk around unaware of the heroes' exact location...
The town in the caves spread out through a set of three main chambers, all of which are organized in well-mannered blocks and cozy homes. Here and there, the smell of fresh food is complemented by busy steps, children's voices, cart's wheel's and animal sounds.
After several minutes, the heroes manage to reach the mushroom fields. Hidden in the back of the caves, three chambers of impressive size house a wood of mushrooms, which spreads literally everywhere - floor, walls and roof. The fungi range from a few inches to several feet in size, growing in all colors and types. Amidst them, a perpetual row of workers keep busy, tending to the fungi as they grow and harvesting from chosen paths. On the walls and up above, engineered platforms and contraptions allow workers to get to the most stubborn exemplars, tending to the upside-down section of the farm.
Carts of a strange type of manure are brought in, while some workers spread it around, throughout selected areas. In the back, a few barns seem quite alive with cart traffic as well, as aurochs come and go, pulling cars filled with bottles of a strange glue. A line of greenhouses protect a peculiar combination of plants, from which no doubt all sorts of substances are gathered. Stubs and animal corpses won't be far as well, readily producing necrotic fungi for consumption.
A few encampments have been prepared around large tables. There, fungi are traded and workers take their rest.
One encampment in particular guards the entrance to this underworld set of valleys. The table nearby serves a group of tired workers that just climbed from the plantations, while another team prepares to go down the stone-and-sand path, reaching out for their tools and filling up a cart with bags of manure. Around the same table, a halfling girl tries to close a deal as she avidly discusses prices with two old dwarven peddlers. In the back, and old dwarf woman scolds a well-dressed dwarf gentleman, going on about corpses and fungi needs as he refuses to give her any credit.
[Ok, you reach the mushroom farms without further incident. The entrance is large enough so you can avoid being detected. You can go down towards the plantations without having to talk to anyone. the area you occupy is a bit above the thick of the three main halls, allowing you to map the area, despite the gloomy environment. Points of interest: the barns in the distance, from where most of the glue and manure's being handled; the encampments, set around large tables and housing workers and merchandise; the greenhouses; the closest table in particular, where the aforementioned debates take place.]
[MENTION=24380]Neurotic[/MENTION] [MENTION=6801311]KahlessNestor[/MENTION] [MENTION=4936]Shayuri[/MENTION] [MENTION=87106]MetaVoid[/MENTION]